U.S. patent application number 16/950269 was filed with the patent office on 2022-01-27 for community based event driven wagering platform.
This patent application is currently assigned to AdrenalineIP. The applicant listed for this patent is AdrenalineIP. Invention is credited to Joseph BODKIN, John CRONIN, Michael D'ANDREA, Casey Alexander HUKE.
Application Number | 20220028223 16/950269 |
Document ID | / |
Family ID | |
Filed Date | 2022-01-27 |
United States Patent
Application |
20220028223 |
Kind Code |
A1 |
HUKE; Casey Alexander ; et
al. |
January 27, 2022 |
COMMUNITY BASED EVENT DRIVEN WAGERING PLATFORM
Abstract
A system for wagering on individual events in a sporting event.
In addition to allowing users to wager on individual events, the
system allows the creation of communities of users based upon a
number of different factors, including location, team affiliation,
betting history, or other common factors. Users can view their
standing among their own communities and specialty communities,
such as celebrities or experts, on a leaderboard. Wagers can be
based upon the user's standing on a leaderboard at the end of a
predetermined number of game events. The system further allows
users to message other members and propose wagers directly to other
players.
Inventors: |
HUKE; Casey Alexander;
(Washington, DC) ; CRONIN; John; (Jericho, VT)
; D'ANDREA; Michael; (Burlington, VT) ; BODKIN;
Joseph; (Quincy, MA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
AdrenalineIP |
Washington |
DC |
US |
|
|
Assignee: |
AdrenalineIP
Washington
DC
|
Appl. No.: |
16/950269 |
Filed: |
November 17, 2020 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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63054402 |
Jul 21, 2020 |
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International
Class: |
G07F 17/32 20060101
G07F017/32; G06Q 50/34 20060101 G06Q050/34 |
Claims
1. A method for building a gaming community, comprising: providing
a plurality of communities in a real time wagering platform,
wherein the plurality of communities are configured as
organizational groupings within the real time wagering platform for
organizing a plurality of users of the real time wagering platform,
and wherein one or more of the plurality of communities are
restricted based on at least a geographical location and one or
more of the plurality of communities are restricted based on at
least a prescribed betting style; storing, in a user database,
information regarding each of the plurality of users, wherein the
information regarding each of the plurality of users comprises:
received invitations to join one or more of the plurality of
communities, membership with one or more of the plurality of
communities, and a betting history; calculating odds of events
within a live sporting event for real time play by play wagering;
communicating the odds as available wagers to a mobile device of at
least one of the plurality of users; receiving selected wagers from
the mobile device of at least one of the plurality of users;
receiving, by the wagering platform, a GPS location from the mobile
device of at least one of the plurality of users; identifying, by
the real time wagering platform and based on the GPS location
received, eligibility of one or more of the plurality of users to
join the one or more of the plurality of communities having
geographical restriction; identifying, by the real time wagering
platform and based on the betting history stored in the user
database, eligibility of one or more of the plurality of users to
join the one or more of the plurality of communities having the
prescribed betting style restriction; receiving, by the real time
wagering platform, sensor data captured from sensors monitoring the
live sporting event, utilizing, by the real time wagering platform,
at least the sensor data captured from sensors monitoring the live
sporting event to determine a wager result of the live sporting
event; determining that two or more of the plurality of users are
members of a same community among the plurality of communities in
the real time wagering platform; and facilitating communication
between the two or more of the plurality of users of the same
community of the real time wagering platform, wherein each of the
plurality of communities comprises a leaderboard, and wherein, the
mobile device of a user: prompts the user with the plurality of
communities identified by the real time platform and which the user
is eligible to join, such that the user is prompted in a format
which is selectable by the user to join or to share with another
user; and displays the leaderboard selected from those of the
plurality of communities of which the user is currently a member
and those of the plurality of communities of which the user has
received an invitation to join.
2.-3. (canceled)
4. The method of claim 1, wherein the prescribed betting style is
based on an average betting amount of a group of users.
5. The method of claim 1, wherein the prescribed betting style is
based on a betting history of a group of users.
6. The method of claim 1, further comprising providing peer to peer
wagering between two or more users of the same community.
7. (canceled)
8. The method of claim 1, wherein a winnings payout for a wager
associated with one of the plurality of communities is proportioned
based upon the user's ranking on the leaderboard of the one of the
plurality of communities.
9. A system for executing a community-based game, comprising: a
real time wagering platform which has a plurality of communities,
the plurality of communities configured as organizational groupings
within the real time wagering platform for organizing a plurality
of users of the real time wagering platform; a user database which
stores information regarding each of the plurality of users,
wherein the information regarding each of the plurality of users
comprises: received invitations to join one or more of the
plurality of communities, membership with one or more of the
plurality of communities, and a betting history; sensors monitoring
the live sporting event which transmit sensor data captured by the
sensors to the real time wagering platform, wherein the real time
wagering platform parses at least the sensor data captured by the
sensors to determine a wager result of the live sporting event; and
a plurality of mobile devices, each of which are associated with at
least one of the plurality of users, wherein one or more of the
plurality of communities are restricted based on at least a
geographical location and one or more of the plurality of
communities are restricted based on at least a prescribed betting
style, wherein the real time wagering platform calculates odds of
events within the live sporting event for real time, play by play
wagering and communicates the odds as available wagers to the
plurality of mobile devices, wherein the plurality of mobile
devices are each configured to transmit selected wagers to the real
time wagering platform, geolocate the mobile device using GPS, and
display leaderboards to a user, wherein the real time wagering
platform is further configured to receive a GPS location of each of
the plurality of mobile devices and to determine, based on the GPS
location received, eligibility of the one or more users associated
with the mobile device to join the one or more of the plurality of
communities having geographical restrictions, wherein the real time
wagering platform is further configured to determine, based on the
betting history stored in the user database for each of the
plurality of users, eligibility of each of the plurality of users
to join one or more of the plurality of communities having the
prescribed betting style restriction, wherein each of the plurality
of communities comprises a leaderboard, and wherein, the user's
mobile device is further configured to: prompt the user with those
of the plurality of communities identified by the real time
wagering platform and which the user is eligible to join, such that
the user is prompted in a format which is selectable by the user to
join or to share with another user; and display the leaderboard
selected from those of the plurality of communities of which the
user is currently a member and those of the plurality of
communities which the user has received an invitation to join.
10. The system of claim 9, wherein the leaderboard displays a
ranked list of users within the corresponding community.
11. The system of claim 9, wherein the leaderboard displays a
ranked list of users based on a characteristic associated with the
users.
12. The system of claim 9, wherein invitations to join one or more
of the plurality of communities are exchangeable between the
plurality of users.
13. The system of claim 9, wherein wagers are exchanged between the
plurality of users through peer to peer communication.
14. The system of claim 9, wherein the leaderboard facilitates
ranking users in a community among the plurality of
communities.
15.-16. (canceled)
17. The method of claim 1, wherein one or more of the plurality of
communities are based on a sports team.
18.-20. (canceled)
21. The method of claim 1, wherein the user is prompted with the
plurality of communities following placement of the selected wagers
but prior to placement of an additional wager.
22. The system of claim 9, wherein the user is prompted with the
plurality of communities following transmission of the selected
wagers by the user's mobile device to the real time wagering
platform but prior to selection of an additional wager on the
user's mobile device.
Description
FIELD
[0001] The embodiments are generally related to wagering on
individual events inside of a sporting event. The use of mobile
devices to facilitate event based wagering, and how the multitude
of users of mobile event driven wagering platform interact with one
another.
BACKGROUND
[0002] The subject matter discussed in the background section
should not be assumed to be prior art merely as a result of its
mention in the background section. Similarly, a problem mentioned
in the background section or associated with the subject matter of
the background section should not be assumed to have been
previously recognized in the prior art. The subject matter in the
background section merely represents different approaches, which in
and of themselves may also correspond to implementations of the
claimed technology.
[0003] While sports gambling is popular, it is often rather
impersonal and isolating for users, as the gambling software is
typically between the user and a computer system that is offering
the wagers.
[0004] The sports wagering market today provides for numerous new
opportunities with wagering with individuals in regards to specific
events inside of a real time sporting event. The fast paced nature
of this new type of in-play wagering is uniquely suited to a more
social style of wagering than offered by traditional sports books
and or online wagering platforms.
SUMMARY
[0005] A community-based gaming method may be provided. The method
may include calculating odds of events within a live sporting
event, communicating the odds as available wagers to a user,
receiving selected wagers, monitoring event results, and
calculating the user's balance based on the event results and the
selected wagers. The method may continue by providing for peer to
peer wagering between users, allowing users to view their relative
standing amongst various communities, and providing wagers based on
a user's standing within a community.
[0006] An exemplary embodiment may provide a community building
module, where users may create, join, or invite others to a number
of communities. Communities may be based on geographical location,
broadcast area, user winnings, user rankings, or any other
contemplated criteria.
[0007] A further embodiment includes the use of a proprietary data
management and analytic statistical software system/wagering
platforms through which users place wagers on games and are
accordingly ranked on a leaderboard and are rewarded based upon the
user's respective place on the leaderboard. For example, a
leaderboard could display the top one hundred users, but could
easily expand to the top one thousand. The present invention
includes a proprietary payout structure for users ranked on
leaderboards using a data management and analytical software
system/wagering platform. Through this data management and
analytics software system, users place wagers on games and are
ranked on a leaderboard and are reward based upon his or her
respective place on the leaderboard. Currently, the leaderboard
displays the top one hundred users (but could easily expand to the
top one thousand), and users are grouped according to individual
rankings (e.g., fourth place through twenty-fifth place,
twenty-sixth place through one-hundredth place) and rewarded
accordingly (e.g., ten cents to those in twenty-sixth place,
twenty-five cents to those in twenty-fifth to fourth place, two
dollars to third place, ten dollars to second place, and twenty
dollars to first place).
[0008] Another embodiment includes a community-based leaderboard,
where users of the data management and analytic statistical
software/real money wagering system are ranked on leaderboards
specific to certain bets/games and, through the use of geolocation,
are notified of fellow leaderboard members in attendance at games.
For example, a user can scan his or her game ticket into the data
management and analytics software system and then receive
notifications as to the locations of fellow leaderboard members
also in attendance (e.g., number forty is two rows behind you).
Furthermore, users can identify fellow leaderboard members at a
local sports bar, for example, and create a sub-leaderboard
consisting only of those members in attendance. The present
invention includes the use of a modification of the current sports
wagering system application invention in which it is set up as a
peer-to-peer wagering system, where one mobile device acts as the
server does in the current invention. For example, this invention
can be used in the event that Joe and Mike are watching the game
and betting against one other on each play over the course of a
game, where the winner will be the one who made the most correct
bets during the course of the game. The present invention includes
a proprietary method of indicating the winners of peer-to-peer
wagers (made through a sports betting application) to those within
that peer-to-peer wager by displaying an avatar or image of the
winning user within that group on the mobile devices or displays
used by those group members.
BRIEF DESCRIPTIONS OF THE DRAWINGS
[0009] The accompanying drawings illustrate various embodiments of
systems, methods, and embodiments of various other aspects of the
disclosure. Any person with ordinary skills in the art will
appreciate that the illustrated element boundaries (e.g. boxes,
groups of boxes, or other shapes) in the figures represent one
example of the boundaries. It may be that in some examples one
element may be designed as multiple elements or that multiple
elements may be designed as one element. In some examples, an
element shown as an internal component of one element may be
implemented as an external component in another, and vice versa.
Furthermore, elements may not be drawn to scale. Non-limiting and
non-exhaustive descriptions are described with reference to the
following drawings. The components in the figures are not
necessarily to scale, emphasis instead being placed upon
illustrating principles.
[0010] FIG. 1 illustrates a community-based event driven wagering
platform, according to an embodiment.
[0011] FIG. 2 illustrates a user database, according to an
embodiment.
[0012] FIG. 3 illustrates a base wagering module, according to an
embodiment.
[0013] FIG. 4 illustrates a community building module, according to
an embodiment.
[0014] FIG. 5 illustrates a leaderboard module, according to an
embodiment.
[0015] FIG. 6 illustrates a peer to peer module, according to an
embodiment.
DETAILED DESCRIPTION
[0016] Aspects of the present invention are disclosed in the
following description and related figures directed to specific
embodiments of the invention. Those of ordinary skill in the art
will recognize that alternate embodiments may be devised without
departing from the spirit or the scope of the claims. Additionally,
well-known elements of exemplary embodiments of the invention will
not be described in detail or will be omitted so as not to obscure
the relevant details of the invention
[0017] As used herein, the word exemplary means serving as an
example, instance or illustration. The embodiments described herein
are not limiting, but rather are exemplary only. It should be
understood that the described embodiments are not necessarily to be
construed as preferred or advantageous over other embodiments.
Moreover, the terms embodiments of the invention, embodiments or
invention do not require that all embodiments of the invention
include the discussed feature, advantage, or mode of operation.
[0018] Further, many of the embodiments described herein are
described in terms of sequences of actions to be performed by, for
example, elements of a computing device. It should be recognized by
those skilled in the art that the various sequence of actions
described herein can be performed by specific circuits (e.g.,
application specific integrated circuits (ASICs)) and/or by program
instructions executed by at least one processor. Additionally, the
sequence of actions described herein can be embodied entirely
within any form of computer-readable storage medium such that
execution of the sequence of actions enables the processor to
perform the functionality described herein. Thus, the various
aspects of the present invention may be embodied in a number of
different forms, all of which have been contemplated to be within
the scope of the claimed subject matter. In addition, for each of
the embodiments described herein, the corresponding form of any
such embodiments may be described herein as, for example, a
computer configured to perform the described action.
[0019] With respect to the embodiments, a summary of terminology
used herein is provided.
[0020] An action refers to a specific play or specific movement in
a sporting event. For example, an action may determine which
players were involved during a sporting event. In some embodiments,
an action may be a throw, shot, pass, swing, kick, hit, performed
by a participant in a sporting event. In some embodiments, an
action may be a strategic decision made by a participant in the
sporting event such as a player, coach, management, etc. In some
embodiments, an action may be a penalty, foul, or type of
infraction occurring in a sporting event. In some embodiments, an
action may include the participants of the sporting event. In some
embodiments, an action may include beginning events of sporting
event, for example opening tips, coin flips, opening pitch,
national anthem singers, etc. In some embodiments, a sporting event
may be football, hockey, basketball, baseball, golf, tennis,
soccer, cricket, rugby, MMA, boxing, swimming, skiing,
snowboarding, horse racing, car racing, boat racing, cycling,
wrestling, Olympic sport, eSports, etc. Actions can be integrated
into the embodiments in a variety of manners.
[0021] A "bet" or "wager" is to risk something, usually a sum of
money, against someone else's or an entity on the basis of the
outcome of a future event, such as the results of a game or event.
It may be understood that non-monetary items may be the subject of
a "bet" or "wager" as well, such as points or anything else that
can be quantified for a "wager" or "bet." A bettor refers to a
person who bets or wagers. A bettor may also be referred to as a
user, client, or participant throughout the present invention. A
"bet" or "wager" could be made for obtaining or risking a coupon or
some enhancements to the sporting event, such as better seats, VIP
treatment, etc. A "bet" or "wager" can be done for certain amount
or for a future time. A "bet" or "wager" can be done for being able
to answer a question correctly. A "bet" or "wager" can be done
within a certain period of time. A "bet" or "wager" can be
integrated into the embodiments in a variety of manners.
[0022] A "book" or "sportsbook" refers to a physical establishment
that accepts bets on the outcome of sporting events. A "book" or
"sportsbook" system enables a human working with a computer to
interact, according to set of both implicit and explicit rules, in
an electronically powered domain for the purpose of placing bets on
the outcome of sporting event. An added game refers to an event not
part of the typical menu of wagering offerings, often posted as an
accommodation to patrons. A "book" or "sportsbook" can be
integrated into the embodiments in a variety of manners.
[0023] To "buy points" means a player pays an additional price
(more money) to receive a half-point or more in the player's favor
on a point spread game. Buying points means you can move a point
spread, for example up to two points in your favor. "Buy points"
can be integrated into the embodiments in a variety of manners.
[0024] The "price" refers to the odds or point spread of an event.
To "take the price" means betting the underdog and receiving its
advantage in the point spread. "Price" can be integrated into the
embodiments in a variety of manners.
[0025] "No action" means a wager in which no money is lost or won,
and the original bet amount is refunded. "No action" can be
integrated into the embodiments in a variety of manners.
[0026] The "sides" are the two teams or individuals participating
in an event: the underdog and the favorite. The term "favorite"
refers to the team considered most likely to win an event or game.
The "chalk" refers to a favorite, usually a heavy favorite. Bettors
who like to bet big favorites are referred to "chalk eaters" (often
a derogatory term). An event or game in which the sports book has
reduced its betting limits, usually because of weather or the
uncertain status of injured players is referred to as a "circled
game." "Laying the points or price" means betting the favorite by
giving up points. The term "dog" or "underdog" refers to the team
perceived to be most likely to lose an event or game. A "longshot"
also refers to a team perceived to be unlikely to win an event or
game. "Sides", "favorite", "chalk", "circled game", "laying the
points price", "dog" and "underdog" can be integrated into the
embodiments in a variety of manners.
[0027] The "money line" refers to the odds expressed in terms of
money. With money odds, whenever there is a minus (-) the player
"lays" or is "laying" that amount to win (for example $100); where
there is a plus (+) the player wins that amount for every $100
wagered. A "straight bet" refers to an individual wager on a game
or event that will be determined by a point spread or money line.
The term "straight-up" means winning the game without any regard to
the "point spread"; a "money-line" bet. "Money line", "straight
bet", "straight-up" can be integrated into the embodiments in a
variety of manners.
[0028] The "line" refers to the current odds or point spread on a
particular event or game. The "point spread" refers to the margin
of points in which the favored team must win an event by to "cover
the spread." To "cover" means winning by more than the "point
spread". A handicap of the "point spread" value is given to the
favorite team so bettors can choose sides at equal odds. "Cover the
spread" means that a favorite win an event with the handicap
considered or the underdog wins with additional points. To "push"
refers to when the event or game ends with no winner or loser for
wagering purposes, a tie for wagering purposes. A "tie" is a wager
in which no money is lost or won because the teams' scores were
equal to the number of points in the given "point spread". The
"opening line" means the earliest line posted for a particular
sporting event or game. The term "pick" or "pick 'em" refers to a
game when neither team is favored in an event or game. "Line",
"cover the spread", "cover", "tie", "pick" and "pick-em" can be
integrated into the embodiments in a variety of manners.
[0029] To "middle" means to win both sides of a game; wagering on
the "underdog" at one point spread and the favorite at a different
point spread and winning both sides. For example, if the player
bets the underdog +41/2 and the favorite -31/2 and the favorite
wins by 4, the player has middled the book and won both bets.
"Middle" can be integrated into the embodiments in a variety of
manners.
[0030] Digital gaming refers to any type of electronic environment
that can be controlled or manipulated by a human user for
entertainment purposes. A system that enables a human and a
computer to interact according to set of both implicit and explicit
rules, in an electronically powered domain for the purpose of
recreation or instruction. "eSports" refers to a form of sports
competition using video games, or a multiplayer video game played
competitively for spectators, typically by professional gamers.
Digital gaming and "eSports" can be integrated into the embodiments
in a variety of manners.
[0031] The term event refers to a form of play, sport, contest, or
game, especially one played according to rules and decided by
skill, strength, or luck. In some embodiments, an event may be
football, hockey, basketball, baseball, golf, tennis, soccer,
cricket, rugby, MMA, boxing, swimming, skiing, snowboarding, horse
racing, car racing, boat racing, cycling, wrestling, Olympic sport,
etc. Event can be integrated into the embodiments in a variety of
manners.
[0032] The "total" is the combined number of runs, points or goals
scored by both teams during the game, including overtime. The
"over" refers to a sports bet in which the player wagers that the
combined point total of two teams will be more than a specified
total. The "under" refers to bets that the total points scored by
two teams will be less than a certain figure. "Total", "over", and
"under" can be integrated into the embodiments in a variety of
manners.
[0033] A "parlay" is a single bet that links together two or more
wagers; to win the bet, the player must win all the wagers in the
"parlay". If the player loses one wager, the player loses the
entire bet. However, if he wins all the wagers in the "parlay", the
player wins a higher payoff than if the player had placed the bets
separately. A "round robin" is a series of parlays. A "teaser" is a
type of parlay in which the point spread, or total of each
individual play is adjusted. The price of moving the point spread
(teasing) is lower payoff odds on winning wagers. "Parlay", "round
robin", "teaser" can be integrated into the embodiments in a
variety of manners.
[0034] A "prop bet" or "proposition bet" means a bet that focuses
on the outcome of events within a given game. Props are often
offered on marquee games of great interest. These include Sunday
and Monday night pro football games, various high-profile college
football games, major college bowl games and playoff and
championship games. An example of a prop bet is "Which team will
score the first touchdown?" "Prop bet" or "proposition bet" can be
integrated into the embodiments in a variety of manners.
[0035] A "first-half bet" refers to a bet placed on the score in
the first half of the event only and only considers the first half
of the game or event. The process in which you go about placing
this bet is the same process that you would use to place a full
game bet, but as previously mentioned, only the first half is
important to a first-half bet type of wager. A "half-time bet"
refers to a bet placed on scoring in the second half of a game or
event only. "First-half-bet" and "half-time-bet" can be integrated
into the embodiments in a variety of manners.
[0036] A "futures bet" or "future" refers to the odds that are
posted well in advance on the winner of major events, typical
future bets are the Pro Football Championship, Collegiate Football
Championship, the Pro Basketball Championship, the Collegiate
Basketball Championship, and the Pro Baseball Championship.
"Futures bet" or "future" can be integrated into the embodiments in
a variety of manners.
[0037] The "listed pitchers" is specific to a baseball bet placed
only if both of the pitchers scheduled to start a game actually
start. If they don't, the bet is deemed "no action" and refunded.
The "run line" in baseball, refers to a spread used instead of the
money line. "Listed pitchers" and "no action" and "run line" can be
integrated into the embodiments in a variety of manners.
[0038] The term "handle" refers to the total amount of bets taken.
The term "hold" refers to the percentage the house wins. The term
"juice" refers to the bookmaker's commission, most commonly the 11
to 10 bettors lay on straight point spread wagers: also known as
"vigorish" or "vig". The "limit" refers to the maximum amount
accepted by the house before the odds and/or point spread are
changed. "Off the board" refers to a game in which no bets are
being accepted. "Handle", "juice", vigorish", "vig" and "off the
board" can be integrated into the embodiments in a variety of
manners.
[0039] "Casinos" are a public room or building where gambling games
are played. "Racino" is a building complex or grounds having a
racetrack and gambling facilities for playing slot machines,
blackjack, roulette, etc. "Casino" and "Racino" can be integrated
into the embodiments in a variety of manners.
[0040] Customers are companies, organizations or individual that
would deploy, for fees, and may be part of, of perform, various
system elements or method steps in the embodiments.
[0041] Managed service user interface service is a service that can
help customers (1) manage third parties, (2) develop the web, (3)
do data analytics, (4) connect thru application program interfaces
and (4) track and report on player behaviors. A managed service
user interface can be integrated into the embodiments in a variety
of manners.
[0042] Managed service risk management services are a service that
assists customers with (1) very important person management, (2)
business intelligence, and (3) reporting. These managed service
risk management services can be integrated into the embodiments in
a variety of manners.
[0043] Managed service compliance service is a service that helps
customers manage (1) integrity monitoring, (2) play safety, (3)
responsible gambling and (4) customer service assistance. These
managed service compliance services can be integrated into the
embodiments in a variety of manners.
[0044] Managed service pricing and trading service is a service
that helps customers with (1) official data feeds, (2) data
visualization and (3) land based, on property digital signage.
These managed service pricing and trading services can be
integrated into the embodiments in a variety of manners.
[0045] Managed service and technology platform are services that
helps customers with (1) web hosting, (2) IT support and (3) player
account platform support. These managed service and technology
platform services can be integrated into the embodiments in a
variety of manners.
[0046] Managed service and marketing support services are services
that help customers (1) acquire and retain clients and users, (2)
provide for bonusing options and (3) develop press release content
generation. These managed service and marketing support services
can be integrated into the embodiments in a variety of manners.
[0047] Payment processing services are those services that help
customers that allow for (1) account auditing and (2) withdrawal
processing to meet standards for speed and accuracy. Further, these
services can provide for integration of global and local payment
methods. These payment processing services can be integrated into
the embodiments in a variety of manners.
[0048] Engaging promotions allow customers to treat your players to
free bets, odds boosts, enhanced access and flexible cashback to
boost lifetime value. Engaging promotions can be integrated into
the embodiments in a variety of manners.
[0049] "Cash out" or "pay out" or "payout" allow customers to make
available, on singles bets or accumulated bets with a partial cash
out where each operator can control payouts by managing commission
and availability at all times. The "cash out" or "pay out" or
"payout" can be integrated into the embodiments in a variety of
manners, including both monetary and non-monetary payouts, such as
points, prizes, promotional or discount codes, and the like.
[0050] "Customized betting" allow customers to have tailored
personalized betting experiences with sophisticated tracking and
analysis of players' behavior. "Customized betting" can be
integrated into the embodiments in a variety of manners.
[0051] Kiosks are devices that offer interactions with customers
clients and users with a wide range of modular solutions for both
retail and online sports gaming. Kiosks can be integrated into the
embodiments in a variety of manners.
[0052] Business Applications are an integrated suite of tools for
customers to manage the everyday activities that drive sales,
profit, and growth, from creating and delivering actionable
insights on performance to help customers to manage the sports
gaming. Business Applications can be integrated into the
embodiments in a variety of manners.
[0053] State based integration allows for a given sports gambling
game to be modified by states in the United States or countries,
based upon the state the player is in, based upon mobile phone or
other geolocation identification means. State based integration can
be integrated into the embodiments in a variety of manners.
[0054] Game Configurator allow for configuration of customer
operators to have the opportunity to apply various chosen or newly
created business rules on the game as well as to parametrize risk
management. Game configurator can be integrated into the
embodiments in a variety of manners.
[0055] "Fantasy sports connector" are software connectors between
method steps or system elements in the embodiments that can
integrate fantasy sports. Fantasy sports allow a competition in
which participants select imaginary teams from among the players in
a league and score points according to the actual performance of
their players. For example, if a player in a fantasy sports is
playing at a given real time sports, odds could be changed in the
real time sports for that player.
[0056] Software as a service (or SaaS) is a method of software
delivery and licensing in which software is accessed online via a
subscription, rather than bought and installed on individual
computers. Software as a service can be integrated into the
embodiments in a variety of manners.
[0057] Synchronization of screens means synchronizing bets and
results between devices, such as TV and mobile, PC and wearables.
Synchronization of screens can be integrated into the embodiments
in a variety of manners.
[0058] Automatic content recognition (ACR) is an identification
technology to recognize content played on a media device or present
in a media file. Devices containing ACR support enable users to
quickly obtain additional information about the content they see
without any user-based input or search efforts. To start the
recognition, a short media clip (audio, video, or both) is
selected. This clip could be selected from within a media file or
recorded by a device. Through algorithms such as fingerprinting,
information from the actual perceptual content is taken and
compared to a database of reference fingerprints, each reference
fingerprint corresponding to a known recorded work. A database may
contain metadata about the work and associated information,
including complementary media. If the fingerprint of the media clip
is matched, the identification software returns the corresponding
metadata to the client application. For example, during an in-play
sports game a "fumble" could be recognized and at the time stamp of
the event, metadata such as "fumble" could be displayed. Automatic
content recognition (ACR) can be integrated into the embodiments in
a variety of manners.
[0059] Joining social media means connecting an in-play sports game
bet or result to a social media connection, such as a FACEBOOK.RTM.
chat interaction. Joining social media can be integrated into the
embodiments in a variety of manners.
[0060] Augmented reality means a technology that superimposes a
computer-generated image on a user's view of the real world, thus
providing a composite view. In an example of this invention, a real
time view of the game can be seen and a "bet" which is a
computer-generated data point is placed above the player that is
bet on. Augmented reality can be integrated into the embodiments in
a variety of manners.
[0061] Some embodiments of this disclosure, illustrating all its
features, will now be discussed in detail. It can be understood
that the embodiments are intended to be open ended in that an item
or items used in the embodiments is not meant to be an exhaustive
listing of such item or items, or meant to be limited to only the
listed item or items.
[0062] It can be noted that as used herein and in the appended
claims, the singular forms "a," "an," and "the" include plural
references unless the context clearly dictates otherwise. Although
any systems and methods similar or equivalent to those described
herein can be used in the practice or testing of embodiments, only
some exemplary systems and methods are now described.
[0063] This is a system for a community-based event driven wagering
platform. This System includes a live event 102, for example a
sporting event such as a football game, basketball game, baseball
game, hockey game, tennis match, golf tournament, eSports or
digital game, etc. The live event will include some number of
actions or plays, upon which a user or bettor or customer can place
a bet or wager, typically through an entity called a sportsbook.
There are numerous types of wagers the bettor can make, including,
but not limited to, a straight bet, a money line bet, a bet with a
point spread or line that bettor's team would need to cover, if the
result of the game with the same as the point spread the user would
not cover the spread, but instead the tie is called a push. If the
user is betting on the favorite, they are giving points to the
opposing side, which is the underdog or longshot. Betting on all
favorites is referred to as chalk, this is typically applied to
round robin, or other styles of tournaments. There are other types
of wagers, including parlays, teasers and prop bets, that are added
games, that often allow the user to customize their betting, by
changing the odds and payouts they receive on a wager. Certain
sportsbooks will allow the bettor to buy points, to move the point
spread off of the opening line, this will increase the price of the
bet, sometimes by increasing the juice, vig, or hold that the
sportsbook takes. Another type of wager the bettor can make is an
over/under, in which the user bets over or under a total for the
live event, such as the score of American football or the run line
in baseball, or a series of action in the live event. Sportsbooks
have an amount of bets they can handle, a limit of wagers they can
take on either side of a bet before they will move the line or odds
off of the opening line. Additionally, there are circumstances,
such as an injury to an important player such as a listed pitcher,
in which a sportsbook, casino or racino will take an available
wager off the board. As the line moves there becomes an opportunity
for a bettor to bet on both sides at different point spreads in
order to middle and win both bets. Sportsbooks will often offer
bets on portions of games, such as first half bets and half time
bets. Additionally, the sportsbook can offer futures bets on live
events in the future. Sportsbooks need to offer payment processing
services in order to cash out customers. This can be done at kiosks
at the live event or at another location.
[0064] The system may include a plurality of sensors 104 that may
be used such as motion sensors, temperature sensors, humidity
sensors, cameras such as an RGB-D camera which is a digital camera
providing color (RGB) and depth information for every pixel in an
image, microphones, radiofrequency receiver, a thermal imager, a
radar device, a lidar device, an ultrasound device, a speaker,
wearable devices etc. Also, the plurality of sensors may include
tracking devices, such as RFID tags, GPS chips or other such
devices embedded on uniforms, in equipment, in the field of play,
in the boundaries of the field of play, or other markers on the
field of play. Imaging devices may also be used as tracking devices
such as player tracking that provides statistical information
through real-time X, Y positioning of players and X, Y, Z
positioning of the ball. The system also includes a cloud 106 or
communication network may be a wired and/or a wireless network. The
communication network, if wireless, may be implemented using
communication techniques such as Visible Light Communication (VLC),
Worldwide Interoperability for Microwave Access (WiMAX), Long Term
Evolution (LTE), Wireless Local Area Network (WLAN), Infrared (IR)
communication, Public Switched Telephone Network (PSTN), Radio
waves, and other communication techniques known in the art. The
communication network may allow ubiquitous access to shared pools
of configurable system resources and higher-level services that can
be rapidly provisioned with minimal management effort, often over
Internet and relies on sharing of resources to achieve coherence
and economies of scale, like a public utility, while third-party
clouds enable organizations to focus on their core businesses
instead of expending resources on computer infrastructure and
maintenance. The cloud may be communicatively coupled to server 108
which may perform real time analysis on the type of play and the
result of the play. The cloud may also be synchronized with game
situational data, such as the time of the game, the score, location
on the field, weather conditions, and the like which may affect the
choice of play utilized. For example, in other exemplary
embodiments, the cloud may not receive data gathered from sensors
and may, instead, receive data from an alternative data feed, such
as SportsRadar. This data may be provided substantially immediately
following the completion of any play and the data from this feed
may be compared with a variety of team data and league data based
on a variety of elements, including down, possession, score, time,
team, and so forth, as described in various exemplary embodiments
herein.
[0065] The system may include a server 108 which may perform real
time analysis on the type of play and the result of a play or
action. The server 108 (or cloud 106) may also be synchronized with
game situational data, such as the time of the game, the score,
location on the field, weather conditions, and the like which may
affect the choice of play utilized. For example, in other exemplary
embodiments, server 108 may not receive data gathered from sensors
and may, instead, receive data from an alternative data feed, such
as SportsRadar. This data may be provided substantially immediately
following the completion of any play and the data from this feed
may be compared with a variety of team data and league data based
on a variety of elements, including down, possession, score, time,
team, and so forth, as described in various exemplary embodiments
herein. The server 108 can offer a number of software as a service
managed services such as, user interface service, risk management
service, compliance, pricing and trading service, IT support of the
technology platform, business applications, game configuration,
state based integration, fantasy sports connection, integration to
allow the joining of social media, as well as marketing support
services that can provide engaging promotions to the user. The user
database 110 contains all the relevant information for every user
of the system That data includes, their user identification, their
location data, their wagering history, any communities they are a
member of, communities they've been invited to join, peer to peer
wagers they have proposed or have had proposed to them by other
users, peer to peer messages, such as taunting, and the users they
came from or are to be delivered to, as well as any specialty
communities the user is a member of, such as celebrities. The base
wagering module 112 allows the user to log in and place wagers on
individual plays or events in a sporting event. In additional to
processing wagers, the base wagering module calls when appropriate
the community building module, to allow the user to join
communities of users, a leaderboard module, to allow the user to
see how they rank against other groups of users, and the peer to
peer module, to allow the user to send messages, such as taunts, to
other users, as well as proposed wagers directly with other users.
The community building module 114 allows the user to join
communities and invite others to join communities they are already
a member of. The leaderboard module 116 allows the user to see how
they rank against other users in a community they are a member of,
or a specialty community, such as professional athletes. The peer
to peer module 118 allows the user to message other users and
propose wagers directly to other users. a user device such as a
computing device, laptop, smartphone, tablet, computer, smart
speaker, or I/O devices. I/O devices may be present in the
computing device. Input devices may include keyboards, mice,
trackpads, trackballs, touchpads, touch mice, multi-touch touchpads
and touch mice, microphones, multi-array microphones, drawing
tablets, cameras, single-lens reflex camera (SLR), digital SLR
(DSLR), CMOS sensors, accelerometers, infrared optical sensors,
pressure sensors, magnetometer sensors, angular rate sensors, depth
sensors, proximity sensors, ambient light sensors, gyroscopic
sensors, or other sensors. Output devices may include video
displays, graphical displays, speakers, headphones, inkjet
printers, laser printers, and 3D printers. Devices may include a
combination of multiple input or output devices, including, e.g.,
Microsoft KINECT, Nintendo Wiimote for the WIT, Nintendo WII U
GAMEPAD, or Apple IPHONE. Some devices allow gesture recognition
inputs through combining some of the inputs and outputs. Some
devices provide for facial recognition which may be utilized as an
input for different purposes including authentication and other
commands. Some devices provides for voice recognition and inputs,
including, e.g., Microsoft KINECT, SIRI for IPHONE by Apple, Google
Now or Google Voice Search.
[0066] Additional devices have both input and output capabilities,
including, e.g., haptic feedback devices, touchscreen displays, or
multi-touch displays. Touchscreen, multi-touch displays, touchpads,
touch mice, or other touch sensing devices may use different
technologies to sense touch, including, e.g., capacitive, surface
capacitive, projected capacitive touch (PCT), in-cell capacitive,
resistive, infrared, waveguide, dispersive signal touch (DST),
in-cell optical, surface acoustic wave (SAW), bending wave touch
(BWT), or force-based sensing technologies. Some multi-touch
devices may allow two or more contact points with the surface,
allowing advanced functionality including, e.g., pinch, spread,
rotate, scroll, or other gestures. Some touchscreen devices,
including, e.g., Microsoft PIXELSENSE or Multi-Touch Collaboration
Wall, may have larger surfaces, such as on a table-top or on a
wall, and may also interact with other electronic devices. Some I/O
devices, display devices or group of devices may be augmented
reality devices. The I/O devices may be controlled by an I/O
controller. The I/O controller may control one or more I/O devices,
such as, e.g., a keyboard and a pointing device, e.g., a mouse or
optical pen. Furthermore, an I/O device may also provide storage
and/or an installation medium for the computing device. In still
other embodiments, the computing device may provide USB connections
(not shown) to receive handheld USB storage devices. In further
embodiments, an I/O device may be a bridge between the system bus
and an external communication bus, e.g. a USB bus, a SCSI bus, a
FireWire bus, an Ethernet bus, a Gigabit Ethernet bus, a Fiber
Channel bus, or a Thunderbolt bus. The user device 120 can leverage
the sensors in for purposes such as automatic content recognition,
augmented reality or the synchronization of screens between the
user device interface and other displays. The interface(s) 122 may
either accept inputs from users or provide outputs to the users, or
may perform both the actions. In one case, a user can interact with
the interface(s) 122 using one or more user-interactive objects and
devices. The user-interactive objects and devices may include user
input buttons, switches, knobs, levers, keys, trackballs,
touchpads, cameras, microphones, motion sensors, heat sensors,
inertial sensors, touch sensors, or a combination of the above.
Further, the interface(s) 122 may either be implemented as a
Command Line Interface (CLI), a Graphical User Interface (GUI), a
voice interface, or a web-based user-interface.
[0067] Functioning of the user database will now be explained with
reference to FIG. 2. One skilled in the art will appreciate that,
for this and other processes and methods disclosed herein, the
functions performed in the processes and methods may be implemented
in differing order. Furthermore, the outlined steps and operations
are only provided as examples, and some of the steps and operations
may be optional, combined into fewer steps and operations, or
expanded into additional steps and operations without detracting
from the essence of the disclosed embodiments.
[0068] This figure displays the user database. The database
contains all information about each user of the system. The first
column contains their user identification. The second column
contains their current location and location history. The third
column contains their wagering history. The fourth column is for
the communities the user is a member of, which each community 1-n
having its own sub section. The fifth column records the peer to
peer wagers the user has currently proposed or has had proposed to
them, along the other user involved in the peer to peer wager, and
the odds associated with the wager, each peer to peer wage having
its own sub section. The sixth column contains peer to peer
messages, such as taunting, along with the user who the message is
from or being delivered to, each peer to peer message having its
own sub section. The seventh column contains all communities that
the user has been invited to join, either by the system for reasons
such as the user's current location, or by a member of the
community, each invitation having its own sub section. The final
column contains an specialty community, such as celebrities,
professional athletes and gamblers, or based on specific
professions or other attributes of interest, each specialty
community having its own sub section in element 200.
[0069] Functioning of the base wagering module will now be
explained with reference to FIG. 3. One skilled in the art will
appreciate that, for this and other processes and methods disclosed
herein, the functions performed in the processes and methods may be
implemented in differing order. Furthermore, the outlined steps and
operations are only provided as examples, and some of the steps and
operations may be optional, combined into fewer steps and
operations, or expanded into additional steps and operations
without detracting from the essence of the disclosed
embodiments.
[0070] This figure displays the "base wagering module. The process
begins with the user logging into the play by play wagering system
hosted on the server. Play data can be any sensor data that
indicates anything about the live game, such as , but no limited to
audio of visual data that indicates "actions", "sides", "event"
data, "total" data, "listed pitchers", specific players, whistles,
fouls, touchdowns, goals, yardage, player error, etc., at step 300.
The user is presented with games available to wager on through the
user device interface and the module polls for the user's selection
of the game they want to wager on, at step 302. The base wagering
module then receives the selection from the user of the game they
wish to bet upon, or their desire to join a new community, at step
304. If the user selects to join a community, the community
building module is launched, at step 306. If the user selects to
make a wager, the wagers available for the selected game are
presented to the user. This includes wagers that have been proposed
to the user through the peer to peer module. The user's selection
of which wager they want to take, and the parameters, such as odds
and wager amount, are received by the base wagering module. Wager
data can be a "Bet" or "wager" or "buy points" or "price" or "no
action" or "favorite" or "chalk" or "circled game" or "laying the
points price" or "dog" or "underdog" or "money line" or "straight
bet" or "straight-up" or Line" or "cover the spread" or "cover" or
"tie" or "pick" or "pick-em" or "middle" or "parlay" or "round
robin" or "teaser" or "prop bet" or "first-half-bet" or
"half-time-bet" or "futures bet" or "future" or "handle" or "juice"
or "vigorish" or "off the board", at step 308. The base wagering
module then receives the wager result, at step 310. The wager
result can come from a variety of sources including, but not
limited to, a third-party statistics provider, sensor data on the
field/players, image recognition systems, etc. The wager result
could also be based on the user's position on a community
leaderboard, in which that community has terms in which the top
ranked player receives the largest payout, and the payouts decrease
as the rankings descend and only a portion of the community members
receive a payout. The base wagering module receives the wager
result, at step 312. Determine if the user wishes to place more
wagers, at step 314. If the user wishes to make more wagers,
determine if the user is at least one community, at step 316. If
the user is in at least one community, or has at least one
community invited in their user database record, launch the
leaderboard module, at step 318. When the leaderboard module is
complete, poll the user for any desired peer to peer interactions,
at step 320. If the user elects to, launch the peer to peer module,
at step 322. After the peer to peer module is complete the module
goes back to step 304. When the user elects no more wagers at step
314, the program ends. It should be noted that the base wagering
module can be made available for access , reconfiguration,
modification, or control for "customers" or used for "Managed
service user interface service", "Managed service risk management
services", "Managed service compliance service", "Managed service
pricing and trading service", "Managed service and technology
platform", "Managed service and marketing support services",
"Payment processing services", "Engaging promotions", "Customized
betting", "Business Applications", "State based integration", "Game
Configurator", "Fantasy sports connector", "Software as a service",
"Synchronization of screens", "Automatic content recognition
(ACR)", "Joining social media", and "Augmented reality", at step
324.
[0071] Functioning of the community building module will now be
explained with reference to FIG. 4. One skilled in the art will
appreciate that, for this and other processes and methods disclosed
herein, the functions performed in the processes and methods may be
implemented in differing order. Furthermore, the outlined steps and
operations are only provided as examples, and some of the steps and
operations may be optional, combined into fewer steps and
operations, or expanded into additional steps and operations
without detracting from the essence of the disclosed
embodiments.
[0072] This figure displays the community building module. The
process begins with receiving a prompt from the base wagering
module, at step 400. The community building module then queries the
GPS of the user device to determine the user's physical location,
at step 402. The community building module allows for the
identification all of the potential location based communities the
user could join based on their current location, at step 404. The
community building module allows for the identification of other
users with similar betting history. For instance, potential
location based communities could be based on the broadcast area of
a given team, so as to capture all the fans of that team. It could
also be more localized to a particular town, or the stadium in
which the game is being played, or any other type of area that
makes sense for dividing viewers of a given game. The user database
is then queried to identify users with a similar betting history to
the user, at step 406. The community building module allows for the
identification of community invites. For example, similar betting
history could be defined as, a plurality of wagers on a similar
team, a similar winning percentage, a similar betting style,
similar wager amounts, etc. The user database is then queried for
any invites sent to the user from other community members at step
408. The community building module present the user with all of the
communities identified in steps 404, 406 and 408, and display those
communities for the user to select on the user device interface, at
step 410. The community building module allows the user to be
presented with the option to invite another user to join a
community of which they are a part. The system then receives the
selection of available community or send a friend an invitation, at
step 412. The community building module allows the user to select a
community to join, that community is added to the user's record in
the user database, at step 414. The community building module
allows the user to send a community invite to another user, the
details of that invitation are written to the target user's record
in the user database, at step 416. The community building module
then polls the user for additional communities to join or friends
to invite, at step 418. The community building module allows for
the user to join another community or invite another friend to a
community the module returns to step 410. If the user does not want
to join another community or invite another friend, the module
returns to the base wagering module, at step 420.
[0073] Functioning of the leaderboard module will now be explained
with reference to FIG. 5. One skilled in the art will appreciate
that, for this and other processes and methods disclosed herein,
the functions performed in the processes and methods may be
implemented in differing order. Furthermore, the outlined steps and
operations are only provided as examples, and some of the steps and
operations may be optional, combined into fewer steps and
operations, or expanded into additional steps and operations
without detracting from the essence of the disclosed
embodiments.
[0074] This figure displays the leaderboard module. The process
begins with the leaderboard module receives a prompt from the base
wagering module, at step 500. The leaderboard module then
retrieves, from the user database, all communities the user is a
member of, at step 502. The leaderboard module allows for members
of the identified communities are then sorted by their winnings, at
step 504. The leaderboard module then polls for the user's
selection of which community they are a member of that they wish to
view their standing on the leaderboard, at step 506. The
leaderboard module allows for each community is sorted
individually. Winnings can mean total money or points won in a
given time period, such as during the current game or series of
games, or winning percentage, or some other method of ranking the
users based upon their wagering history. The module then displays
the selected community on the user device interface sorted by rank
with the user's standing on the leaderboard highlighted, at step
508.
[0075] The leaderboard module then determines if the user wants to
view a specialty leaderboard, at step 510. The leaderboard module
allows for specialty leaderboards which are those that are not
communities the user is a member of, but collections of people with
a similar characteristic, such as celebrities, professional
athletes, etc. If the user does not elect to view a specialty
leaderboard, the module proceeds to step 518. If the user selects
one of the specialty leaderboards available, the modules retrieves
from the user database all users associated with the selected
leaderboard, at step 512. The leaderboard module allows for the
retrieved community of specialty users to be sorted by winnings, at
step 514. The leaderboard module allows for the selection of a
specialty community leaderboard which is then displayed on the user
device interface along with the user's relative rank amongst the
community, at step 516. The leaderboard module allows for the
determination if the user has more communities to select, at step
518. The leaderboard module allows for the user to select another
community, the module returns to step 506. If the user does not
want to select another community leaderboard, the module returns to
the base wagering module, at step 520.
[0076] Functioning of the peer to peer module will now be explained
with reference to FIG. 6. One skilled in the art will appreciate
that, for this and other processes and methods disclosed herein,
the functions performed in the processes and methods may be
implemented in differing order. Furthermore, the outlined steps and
operations are only provided as examples, and some of the steps and
operations may be optional, combined into fewer steps and
operations, or expanded into additional steps and operations
without detracting from the essence of the disclosed
embodiments.
[0077] This figure displays the peer to peer module. The process
begins with The peer to peer module allows for receiving a prompt
from the base wagering module, at step 600. The peer to peer module
then polls the user database for any wagers proposed, or messages
sent to the user by another user that shares at least one community
with, at step 602. The peer to peer module then determines if there
are any wagers or messages present, at step 604. The peer to peer
module then displays the wager proposed or message to user, at step
606. The peer to peer module then polls for the user's response to
the message or wager, at step 608. The peer to peer module allows
for the determination of the user response to a message, the user's
response is written to user 2's (the user with whom the original
user is communicating) record in the user database, at step 610.
The peer to peer module allows for the determination of the users
response to a proposed wager, the user's acceptance or rejection of
the wager is recorded in user 2's record in the user database, at
step 612. The peer to peer module then retrieves all of the
communities the user belongs to from the user database, at step
614. The peer to peer module displays available communities on the
user device interface and poll for a user selection, at step 616.
The peer to peer module receive the community selected by the user,
at step 618. The peer to peer module display the users in the
selected community on the user device interface, at step 620. The
peer to peer module receives the user selection of which user,
referred to as user 2, they wish to send a message to or propose a
wager to, at step 622. The peer to peer module polls for and
receives the user selection of a wager to propose to user 2 or a
message to send to user 2, at step 624. The peer to peer module
allows for the user to elect to propose a wager to user 2, the user
enters the parameters, such as odds, amount and context, of the
wager, at step 626. The peer to peer module allows for the user to
elect to send a message to user 2, such as taunting user 2 for a
wager or game result, the message content is collected from the
user, at step 628. The peer to peer module allows for the content
of the user message or the wager proposed is then recorded in the
user database in user 2's record, at step 630. The peer to peer
module then returns to the base wagering module, at step 632.
* * * * *